[hlds_linux] Left 4 Dead 2 - this session is no longer available

2012-04-06 Thread Chris Boot

Hey,

So a bunch of folks in my community have been getting this message when 
trying to join lobbies or even active games. The chat in lobbies is also 
*really* lagged. This has been happening for over a week now and is 
getting annoying to the point we've had to abort the odd game because 
people just couldn't join.


Anyone else seeing this? The forums seem to have lots of folks 
complaining about this.


Is Valve ignoring this issue? It certainly feels like it.

Chris

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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2011-12-31 Thread Chris Boot
On 29 Dec 2011, at 14:21, Chris Boot wrote:

 On 29/12/2011 14:17, Peter Reinhold wrote:
 On 29.12.2011 15:00, Chris Boot wrote:
 
 I know the settings have taken as I can verify them on the console,
 and the servers appear on the menu screen and are therefore associated
 with my steamgroup.
 
 Just out of curiosity, have you done anything other than changing
 server.cfg? (for instance, registering the server, not sure if you can
 do that with L4D2s)
 
 Our servers have worked like you ask for a long time, but the last 14
 days or so, have not seen any traffic at all.
 
 I'm not aware that you _can_ register L4D2 servers - not with Valve anyway. I 
 just started them up and within minutes started seeing players arriving, as I 
 would expect.
 
 It's stopping them arriving now I don't want them that seems especially 
 troublesome...

Well I think I have now resolved this. Basically, I had to quit my servers for 
a few hours, and when they started back up I stopped getting non-group-members 
in them.

So, when changing sv_steamgroup_exclusive, shut down your servers for an hour 
or two before starting them back up.

HTH,
Chris

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[hlds_linux] L4D2 and sv_steamgroup_exclusive

2011-12-29 Thread Chris Boot

Hi folks,

I remember posting about this ages ago but never really got a response. 
I've just set up some brand new L4D2 servers on a brand new server, and 
the issue came up again.


Basically, I started the servers up without an sv_steamgroup set and 
without sv_steamgroup_exclusive, and let them run public games for a few 
days in order to get things tested. Once I was happy that things were 
working, I set both an sv_steamgroup, sv_steamgroup_exclusive 1, and a 
custom sv_search_key. I put those settings in server.cfg and restarted 
the servers.


I know the settings have taken as I can verify them on the console, and 
the servers appear on the menu screen and are therefore associated with 
my steamgroup.


I did this several days ago and am still seeing the L4D2 matchmaking 
sending non-group-members to my servers on a regular basis, and the 
servers are staying full almost all the time.


What can I do to stop the general matchmaking traffic and make these 
servers truly group exclusive as they should be? I do _not_ want to set 
an sv_password.


HTH,
Chris

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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2011-12-29 Thread Chris Boot

On 29/12/2011 14:17, Peter Reinhold wrote:

On 29.12.2011 15:00, Chris Boot wrote:


I know the settings have taken as I can verify them on the console,
and the servers appear on the menu screen and are therefore associated
with my steamgroup.


Just out of curiosity, have you done anything other than changing
server.cfg? (for instance, registering the server, not sure if you can
do that with L4D2s)

Our servers have worked like you ask for a long time, but the last 14
days or so, have not seen any traffic at all.


I'm not aware that you _can_ register L4D2 servers - not with Valve 
anyway. I just started them up and within minutes started seeing players 
arriving, as I would expect.


It's stopping them arriving now I don't want them that seems especially 
troublesome...


Chris

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Re: [hlds_linux] Australian Christmas Update

2011-12-15 Thread Chris Boot
Hey, this is Valve we're talking about. The Christmas update will happen 
in the new year.


:-)

Chris

On 15/12/2011 10:17, Emil Larsson wrote:

Sometimes they give a rough estimate on when on the day when we can expect
the update. Usually just the hour before or so though. :)

On Thu, Dec 15, 2011 at 4:39 AM, John Marburybarreltr...@gmail.com  wrote:


You must be new here.

On Wed, Dec 14, 2011 at 10:33 PM, E3pOe...@wmclan.net  wrote:


http://www.teamfortress.com/australianchristmas2011/

ETA


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Re: [hlds_linux] Loosing connection to steam servers on and off.

2011-12-14 Thread Chris Boot

Hi,

Yep, the whole of Steam seems to have gone titsup. Way to go Valve! :-/

Don't get me wrong, I love Steam and I love Valve. Just these 'episodes' 
are far too frequent and far too prolonged for a system like this.


Chris

On 14/12/2011 20:32, E3pO wrote:

CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
  Connects
0.52   0.00   0.003885066.610379
show_server_reputation
show_server_reputation
The server reputation is already being requested.
Server reputation request failed with error 16 !
show_server_reputation
Server reputation request failed with error 16 !
show_server_reputation
Connection to Steam servers lost.
Server reputation request failed with error 3 !
status
hostname: xxx
version : 1.1.8.8/21 4769 secure
udp/ip  : 192.168.1.6:27016  (public ip: 184.17.237.86)
account : logged in
map : ctf_2fort at: 0 x, 0 y, 0 z
replay  :  not recording
players : 1 (25 max)

# userid nameuniqueidconnected ping loss state
  adr
#  2 replayBOT active
rcon from 65.18.168.31:49892: command status
rcon from 65.18.168.31:49892: command 
sv_visiblemaxplayers = -1
  - Overrides the max players reported to prospective clients
rcon from 65.18.168.31:49892: command sv_visiblemaxplayers
Connection to Steam servers successful.
Public IP is 184.17.237.86.
VAC secure mode is activated.
Current item schema is up-to-date with version 93B3330A.
Received auth challenge; signing into gameserver account...
L 12/14/2011 - 15:28:40: Received auth challenge; signing into gameserver
account...
CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
  Connects
1.55   0.00   0.003890068.950379
*Connection to Steam servers lost.*
show_server_reputation
Server reputation request failed with error 3 !
Connection to Steam servers successful.
Public IP is 184.17.237.86.
VAC secure mode is activated.
Current item schema is up-to-date with version 93B3330A.
Received auth challenge; signing into gameserver account...
L 12/14/2011 - 15:31:09: Received auth challenge; signing into gameserver
account...
Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast
L 12/14/2011 - 15:31:15: Game server authentication: SUCCESS! Standing:
Good. Trend: Downward Fast
*Connection to Steam servers lost.*
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Re: [hlds_linux] Clean Replay Files

2011-10-09 Thread Chris Boot

On 09/10/2011 04:31, Dwight Hopkins wrote:

I run a cron job every day at midnight:

*cd public_html/tf2/tf/replays  find -mtime +7 -exec rm {} \;*

This will delete all files in the replay folder older than 7 days. Obviously
change the path to whatever your own path is and adjust the time to your
liking.

I'm a linux noob though, so there may be a more efficient way to do it.


Slightly more efficient:

find public_html/tf2/tf/replays -mtime +7 -print0 | xargs -0 rm

HTH,
Chris

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Re: [hlds_linux] Clean Replay Files

2011-10-09 Thread Chris Boot

On 09/10/2011 11:52, Ulrich Block wrote:

Am 09.10.2011 12:09, schrieb Chris Boot:

On 09/10/2011 04:31, Dwight Hopkins wrote:

I run a cron job every day at midnight:

*cd public_html/tf2/tf/replays  find -mtime +7 -exec rm {} \;*

This will delete all files in the replay folder older than 7 days. 
Obviously
change the path to whatever your own path is and adjust the time to 
your

liking.

I'm a linux noob though, so there may be a more efficient way to do it.


Slightly more efficient:

find public_html/tf2/tf/replays -mtime +7 -print0 | xargs -0 rm

HTH,
Chris



Or even  faster case it does not spawn rm for every file:
find public_html/tf2/tf/replays -mindepth 1 -mtime +7 -delete


Ooh, -delete is new to me. Thanks!

Chris

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Re: [hlds_linux] L4D2 Linux Crash - Illegal Instruction

2011-09-17 Thread Chris Boot

On 17 Sep 2011, at 01:07, Brian Menges wrote:

 Not fixed for me unfortunately... fresh install just now:

 Cannot access memory at address 0xb7780658
 Cannot access memory at address 0xbfe4a39c
 Cannot access memory at address 0xb7780658

Your problem isn't an Illegal Instruction but something else.

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Re: [hlds_linux] Attn: Whiners

2011-07-16 Thread Chris Boot

Hi,

Blizzard can make P2P work for WoW and Starcraft 2, why couldn't anyone 
else?


AIUI their downloaders use both P2P (BitTorrent) and HTTP download 
simultaneously so even folks who are on crappy shaped connections can 
download the updates, but for those for whom P2P works well things go a 
lot quicker. I think this would be a great idea, particularly if more 
folks could become content servers as well - I'd be happy to run a 
rate-limited content server to help out with updates for example.


Chris

On 16/07/2011 09:34, Steven Hartland wrote:
P2P is crap from sysadmin point of view, and even worse from a high 
speed perspective
on anything more than a single user to line case. 90% of connections 
are async with
much less bandwidth up than they have done meaning p2p causes serious 
issues.


Sounds like the proposed solution has been well thought out with none 
of the pitfalls

of p2p rubbish and I look forward to it :)

   Regards
   Steve

- Original Message - From: Carl aidsf...@gmail.com


A P2P system would propagate the updates faster.  I'd surrender some 
of my bandwidth if everyone else did too.



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Re: [hlds_linux] IPv6 - Bumped

2011-04-26 Thread Chris Boot

Chris,

In many circles, mentioning NAT in the same sentence as IPv6 is 
tantamount to heresy. Yes, NAT64 and NAT46 are possible, I can't see why 
you'd consider something like that in relation to a game server. NAT66 
is not permitted by the standards and I hope nobody ever implements it.


The whole point of IPv6 is to have more than enough addresses to give 
each device, or server in your case, its own IP address. You could even 
give each instance of your game servers its own IPv6 and run them all on 
the standard port. Generally the guidelines for allocation suggest a /48 
per end-user, to be subdivided into up to 65536 subnets of 2^64 
addresses. With so many addresses available virtual hosting becomes 
unnecessary and each site can have its own IP. This is not a waste and 
is by design.


I assume you suggested NAT64 as a means to IPv6-enable a service that 
doesn't natively support IPv6. While this is possible, to me it doesn't 
make sense on a game server as the client doesn't do IPv6 either, so 
you'd need a NAT46 on the client side as well. What's the point if they 
can talk IPv4 with each other?


Chris

On 25/04/2011 22:47, Christoffer Pedersen wrote:

Im thinking of NAT here.. Would it be possible to run srcds on ipv6 if you had a NAT 
device which would in fact transform the ipv4 packets to ipv6? Im having 
about 4 physical mchines  in a colo center, that runs a lot of gameservers behind my 
firewall. Wouldn't my change to ipv6 only be to put on an address on the outside NAT 
interface?

/Chris

Sent from my iPhone 4

Den 25/04/2011 kl. 22.21 skrev Max Piersonnmaxpier...@gmail.com:


Hi Saint,

I agree, there's hardly any demand from the user market at the moment even
here in the states. However, I think we're all aware that sometimes big
companies drag their feet on things like this, but I do have to applaud
Valve/Steam for getting OSX running natively. Sounds like they at least
listen to the community somewhat. So hopefully we'll at least see some
announcement soon about it. Kinda hoping they would have a beta out by then
so folks that run clusters can test v6 on IPV6 day in June, but I guess
we'll have to wait and see unless someone from Valve is watching and would
be kind enough to share some info with the community :

--
m

On Sun, Apr 24, 2011 at 11:06 PM, Saint K.sai...@specialattack.net  wrote:


We're also IPv6 native, although the IPv6 penetration for end users in
Europe is nowhere yet so I don't really see the point yet on having IPv6
enabled for the gameservers. It is however interesting to know what VALVe's
views are on implementing IPv6 support in steam.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Max Pierson
Sent: 24 April 2011 20:00
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] IPv6 - Bumped

Hi *,

As I just joined the list, this is my first post, so don't shun me just yet
:)I saw an earlier thread (in Jan) in the archives about mention that
some folks were looking for any timeline or any info on HLDS that can speak
v6. It didn't look like it went very far, so i'm resurrecting it :) I have a
/48 at one of my colo facilities that we're testing at the moment. (No
tunneling, native v6 BGP feeds from leading v6 providers). It would be
awesome to get a few threads of Source running v6. Anyone out there from
Steam/Valve or with some insider info care to comment on any plans for HLDS
on v6??  Are there any plans in the works?? I have a huge testbed solely for
this project and am pretty excited about moving forward, but after doing
some research, I can't find much on this subject at all. Anyone else in this
boat?? All of my servers are already speaking v6, so now I just need the
binaries to comply ;)

And if i'm missing some info, clue bats are welcome if someone has links to
info that I may have missed. Otherwise, this might be a perfect time for an
online Get to v6 guys!! petition. I see WoW is already there, so Blizzard
is at least on the move. Hopefully others including our baby (for most of us
at least) will see that the demand is there, albeit a small minority that
knows what 128-bits of Hex looks like and has access to it :)

Sorry if this was a bit OT, but TIA,

--
m
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Re: [hlds_linux] srcds_run startscript

2011-01-13 Thread Chris Boot

On 13/01/2011 16:17, Florian Zschocke wrote:

On Thu, Jan 13, 2011 at 12:00 PM, Ulrich Blockulbl...@gmx.de  wrote:

Could someone at valve add something like
cd $(dirname $0)
at the start of the script to make it more userfriendly?

Don't give them ideas. A cd is usually not that friendly as you find
yourself in another directory after running the script. I would
suggest a pushd/popd instead.


Florian,

That's not correct, as the launcher script runs in a subshell - when it 
exits you return to the parent shell whose cwd hasn't changed.


It's a good quick and dirty fix for the problem.

Chris

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Re: [hlds_linux] Left 4 Dead dedicated server always crashes on the sacrifice map change from 1 to 2

2010-10-09 Thread Chris Boot
Hey,

Yep, same here. Something clearly very buggy in srcds as that error is glibc 
(the system's C library) detecting memory corruption of some sort going on.

In fact I tried running it under valgrind to see if I could spot what was going 
on, but I gave up looking after over 10 errors and a segfault.

What seems to fix it for me is to set the following environment variable - 
basically disabling glibc's memory checks:

export MALLOC_CHECK_=0

We can but hope that one day Valve will fix their engine.

Cheers,
Chris

On 9 Oct 2010, at 21:38, Joonas Lehtolahti wrote:

 I just tried and the same happened; crash right after trying to exec 
 server.cfg when loading the second map of The Sacrifice campaign. Although in 
 my case the crash cause was different, but originating from the same function 
 in tier0:
 
 *** glibc detected *** ./srcds_i486: double free or corruption (!prev): 
 0x093aa308 ***
 === Backtrace: =
 /lib32/libc.so.6(+0x6c231)[0xf7618231]
 /lib32/libc.so.6(+0x6dab8)[0xf7619ab8]
 /lib32/libc.so.6(cfree+0x6d)[0xf761cb9d]
 bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x20)[0xf75648a4]
 
 (might be just different libc version handling free() differently causing the 
 crashing point to be different)
 
 Also there were some anomalies in the game itself. When there was supposed to 
 be tank fight by releasing the train door, there was only a horde of 
 infected, but no tank. When I tried to open the second door, it wouldn't let 
 me with message Exterminate the tank!... WHAT TANK?
 Well, after the horde was eliminated to the last zombie, the game let the 
 door to be opened. Another weird thing was that after the pile of bricks 
 there were no infected at all. No specials or even common infected; the train 
 station was quite empty and so an easy run to the safe room, after which we 
 had the server crash.
 
 I also had those few harmless-looking error messages on loading the first 
 map, btw. There was also this:
 
 Connection to Steam servers successful.
   VAC secure mode is activated.
 NextBot tickrate changed from 0 (0.000ms) to 3 (0.100ms)
 Scene '.vcd' missing!
 Entity 202 (class 'infected') reported ENTITY_CHANGE_NONE but 
 'm_clientLookatTarget' changed.
 
 Waiting for an update to fix this...
 
 
 On Sat, 09 Oct 2010 15:23:46 +0300, ics i...@ics-base.net wrote:
 
  As the topic says, when the sacrifice campaign changes from map 1 to map 2, 
 the dedicated server always crashes. With plugins and without any plugins. I 
 already mentioned this couple of days ago but nothing has happened since. 
 There was an invisible L4D update today but even after that the crash 
 occurs. Can you please fix this? Every other campaign is fine and servers 
 run ok. Only The Sacrifice causes the crashes. There are 3 basic errors 
 which are seen on map 1 load. Perhaps these lead to crash while loadint the 
 2nd map? Left 4 Dead 2 version and servers are fine. Only Left 4 Dead 1 is 
 the problem. I get these on server console at map 1 load when players 
 connect through the lobby.
 
 *** glibc detected *** ./srcds_i486: free(): invalid next size (fast): 
 0x0b93ba60 ***
 === Backtrace: =
 /lib/i686/cmov/libc.so.6[0xf7d9b1d4]
 /lib/i686/cmov/libc.so.6(cfree+0x96)[0xf7d9d186]
 bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x20)[0xf7ce48a4]
 
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Re: [hlds_linux] Left 4 Dead 2 / Left 4 Dead updates released

2010-10-05 Thread Chris Boot

 Yep,

Once again I'm set aghast in amazement how well Valve have handled the 
updates.


They are showing little evidence of having learned a thing about how to 
deploy such large updates despite having been burned several times on 
previous occasions. Not only can I not get my servers updated but most 
of the members of my steam group are completely unable to get the update.


Thoroughly unimpressed.

Chris

On 05/10/2010 18:54, Jonah Hirsch wrote:

FYI, The Sacrifice updates have been released for both L4D and L4D2. Content
servers are grinding to a halt, so good luck getting your servers updated
right now. :P
---
Jonah Hirsch
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Re: [hlds_linux] Linux Distribution and Kernel

2010-08-31 Thread Chris Boot

 On 31/08/2010 16:00, Ben Mendis wrote:

On Tue, Aug 31, 2010 at 4:46 AM, Craig Hrobolea...@gmail.com  wrote:


In actual response to the original question, Ubuntu is fine, I find it a
lot
easier to use than a lot of other distributions. As for your question about
x86 or x64, if your box can run the 64-bit version there really isn't much
of a reason not to.


There really isn't much of a reason to run x64 either. An x86 kernel with
PAE can address all the RAM your motherboard can support anyways. Also, HLDS
is only x86, so it's not going to take advantage of x64 anyways.


PAE forces the kernel to jump through hoops to access memory, whereas 
x64 does not - this can waste valuable CPU cycles if you actually want 
to use the extra memory. While srcds is indeed 32-bit only, if you 
launch more than one instance of srcds then the kernel can easily fit 
the whole process memory spaces in the TLB without having to fiddle 
around with cache/TLB misses and flushes.


I'd go do far as to recommend running an x64 kernel even if you 
desperately want a 32-bit userspace, there's no reason not to. Debian 
makes this particularly simple, and thus so does Ubuntu.


I run 12+ instances of various source dedicated servers (L4D, L4D2 and 
TF2) on my server with a stock 64-bit Debian kernel, and it runs great.


HTH,
Chris

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Re: [hlds_linux] L4D2 updates

2010-07-31 Thread Chris Boot

All,

The MOTD thing was a pain in the beginning, before I found motdfile and 
hostfile and now all is well.


But the main thing that gets is the autoupdate mechanism JUST DOESN'T 
WORK. The server sits there saying it'll quit for update at the next map 
change, except nobody can connect to it to change the map when it's out 
of date. So it never updates.


Valve - can we get that sorted at least?

Cheers,
Chris

On 31/07/2010 03:50, Ben Mendis wrote:

On Fri, Jul 30, 2010 at 8:14 PM, tom nikitopoulosscrewtop...@gmail.comwrote:

   

Guys like me who sell produce for a living.
 

Speaking as a four-year veteran of Trader Joe's, that's really no excuse at
all.


   

Admit it, replacing of the motd file every update makes no doggone sense.

 

Which is why you use 'motdfile custom_motd.txt' in your server.cfg instead
of fighting with the updater.


It all just boils down to learning how to properly use the tools at your
disposal. Don't blame the Valve developers for your own incompetence. There
is already plenty of things we can legitimately blame on them.



   

On Fri, Jul 30, 2010 at 7:06 PM, Ben Mendisdragonwis...@gmail.com
wrote:

 

What kind of system administrators don't know how to set-up a cron job?


On Fri, Jul 30, 2010 at 7:40 PM, icsi...@ics-base.net  wrote:

   

Milton here on this list from Valve has previously stated that they run
around 40 instances per machine. Overall there are somewhat 2500-3000
servers total from Valve to L4D/L4D2.

-ics

31.7.2010 2:36, tom nikitopoulos kirjoitti:

  Does Valve run their own servers?
 

Off their machines on their own ip's

just wondering


On Fri, Jul 30, 2010 at 6:25 PM, Steven Hartland
   

kill...@multiplay.co.uk
   

wrote:
 



   

While I don't agree we the tone, I do agree with the sentiment as my
email
the other
day pointed out.

The release schedule, lack their off, poor timing Friday Evening (
 

the
 

biggest peek
play time ) and no notification is really beginning to grind. C'mon
 

guys,
   

we want the
updates but work with us here to help provide a quality service to
 

your
 

customers please!

   Regards
   Steve

- Original Message - From: Saint K.
 

sai...@specialattack.net
 
 

To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Friday, July 30, 2010 11:12 PM
Subject: [hlds_linux] L4D2 updates



  Are doin my fkin head in. I've been very patient, but seriously,
 

what
 

the


 

fuck is up with the weekly, and sometimes twice a week. I really
   

can't
 

be
arsed anymore to host l4d2 due to this cycle. I've taken down all
   

normal
   

l4d2 servers, and just kept 2 10vs10 servers, which are on the same
   

you
   

can
fuck off in a corner nomination list.


Friday evening primetime each bloody week updates. Fucking hell who
   

came
   

up with this crap?

//end of rant

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and
 

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person or entity to whom it is addressed. In the event of
 

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recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.
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Re: [hlds_linux] auto update servers

2010-07-29 Thread Chris Boot

On 26/07/2010 22:01, Katrina Payne wrote:

As while it is a British Equivalent to Braun


Don't you mean Brown?

Chris

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Re: [hlds_linux] How to Disable or Permanently Set System Clock Frequency

2010-02-07 Thread Chris Boot
Hi,

Or even simper:

export RDTSC_FREQUENCY='2659.00'

You can put that inside whatever script starts your servers, or just run 
it on the command-line before you start the server.

HTH,
Chris

On 07/02/2010 08:03, David Banham wrote:
 The following should do the trick:

 RDTSC_FREQUENCY='disabled';export RDTSC_FREQUENCY

 Obviously replace disabled with your frequency. This can be placed in
 .bash_profile in your home directory to have it done on startup.

 On 7 February 2010 12:11, Gene Hardestygeneharde...@gmail.com  wrote:


 do you use a shell script to run it? if so, you should be able to use
 export to set RDTSC_FREQUENCY to that number
 if you have shell access, go ahead and type man export to get the man
 page
 (I don't know all the stuff of the top of my head)

 On Sat, Feb 6, 2010 at 4:51 PM, Nathan D.nathan...@cox.net  wrote:

  
 When starting a server, a benchmark runs each time to determine the
 system clock frequency. I have attempted to disable this by adding
 -RDTSC_FREQUENCY 2659.00 to the command line but this did not
 work. I've tried various other command line options but none worked.
 What is the correct way to set this permanently? I assume I'd want to
 set this to the actual system clock rather than just disable it.

 Here is the actual message given when starting a server:

 /Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2659.00 on this
 system. This value is dependent upon the CPU clock speed and
 architecture and should be determined separately for each server. The
 use of this mechanism for timing can be disabled by setting
 RDTSC_FREQUENCY to 'disabled'./

 Thanks in advance,

 -Nate



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Re: [hlds_linux] TeamSpeak 3 Server

2009-12-19 Thread Chris Boot
Hi,

My first guess is you're running 32-bit Linux on your server, not 
64-bit, and the binary you have is 64-bit. Send us the output of 'uname 
-a' so that we can tell if you're not sure.

HTH,
Chris

On 19/12/2009 18:08, Schlup wrote:
 Has anybody successfully setup a TeamSpeak 3 server on Linux yet?  I'm
 having troubles getting the binary to run.  I am trying to setup a TS3
 server on my dedi box. I have downloaded, unzipped, set permissions, etc.
 But when I go to install and execute the binary file I get the following
 error.

 Command './ts3server_linux_amd64'
 failed with return code 126 and error message
 -bash: line 12: ./ts3server_linux_amd64: cannot execute binary file.

 Please advise on how to resolve this issue if anybody has any ideas.



 Thanks!

 Schlup



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Re: [hlds_linux] TeamSpeak 3 Server

2009-12-19 Thread Chris Boot
Hi,

Yep, the i686 i686 i386 means you're running 32 bit Linux. If you were 
running 64-bit you'd see x86_64.

Chris

On 19/12/2009 18:21, Schlup wrote:
 Linux 2.6.18-164.el5PAE #1 SMP Thu Sep 3 04:10:44 EDT 2009 i686 i686 i386
 GNU/Linux

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot
 Sent: Saturday, December 19, 2009 12:16 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TeamSpeak 3 Server

 Hi,

 My first guess is you're running 32-bit Linux on your server, not
 64-bit, and the binary you have is 64-bit. Send us the output of 'uname
 -a' so that we can tell if you're not sure.

 HTH,
 Chris

 On 19/12/2009 18:08, Schlup wrote:

 Has anybody successfully setup a TeamSpeak 3 server on Linux yet?  I'm
 having troubles getting the binary to run.  I am trying to setup a TS3
 server on my dedi box. I have downloaded, unzipped, set permissions, etc.
 But when I go to install and execute the binary file I get the following
 error.

 Command './ts3server_linux_amd64'
 failed with return code 126 and error message
 -bash: line 12: ./ts3server_linux_amd64: cannot execute binary file.

 Please advise on how to resolve this issue if anybody has any ideas.



 Thanks!

 Schlup



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Re: [hlds_linux] Steam Group and Search_Key F's up servers (L4D2)

2009-11-26 Thread Chris Boot
Stephan,

As far as I can tell, setting sv_search_key is the only reliable way of 
preventing random people joining your server. Setting the steam group 
and exclusivity never really did that job for me. I bet if you remove 
the sv_search_key but keep the group ID in your config your server will 
fill up pretty quickly.

That may make it more difficult for people to use your server 
specifically, but if it's full of random people that's likely to be your 
main concern!

Chris

On 26/11/2009 09:17, Stephan Botha wrote:
 Hi guys,


 I don't know if you guys have experienced this, but I have a problem.

 Once I add the Steam Group ID to my server.cfg list or a search_key, my
 servers get dropped from the masterlist. Meaning, they stay empty. Nobody
 ever connects to the server. I didn't set the steam group exclusive cvar
 it's still publically accessible.

 Once I reinstall the server to default settings, it doesn't take a full
 minute before almost all my servers are filled with players.

 Has this happened to anyone else?

 I would like to have my servers show up in the Steam Group Server list in
 the main menu for our members but also have it available for the general
 public.

 Also, Not all of the servers show up in the list as well.

 Stephan
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Re: [hlds_linux] TF2 Multicore server support

2009-11-23 Thread Chris Boot
F0rkz,

Linux will mostly evenly spread running processes around processors as 
it requires, indeed. This applies to forks, threads, and completely 
separate processes as long as you don't fiddle with the processor 
affinity. I can't see why a multithreaded game server would be much use, 
especially considering a game server instance only uses a fractional 
part of a CPU core these days - as you may have seen people are running 
64 L4D forks on dual quad cores without much issue.

HTH,
Chris

f0rkz wrote:
 Does anyone know if muti-threading/multi-core servers is on the horizon?
 I know we can pile l4d servers on a server all day long, but when it
 comes to TF we have to be particularly careful for CPU load.

 Also, does linux natively distribute processes between cores when it
 launches new processes? mpstat always shows cpu usage spread evenly with
 TF running, which is kind of confusing.  Any information would help.

 Regards,

 -f0rkz


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Re: [hlds_linux] Left 4 Dead 2 Update Released

2009-11-21 Thread Chris Boot
Jason,

What I'd really like to know is when achievements will be fixed. It 
appears most of the members in my Steam group have their achievements 
regularly wiped off Steam Community (though they remain in game) and we 
have to earn them all over again almost on a daily basis. It's a bit 
demoralising when you get some of the more challenging ones like 
Guardin' Gnome or Bridge Burner...

Cheers,
Chris

Jason Ruymen wrote:
 A required update for Left 4 Dead 2 is now available.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed performance problem when rendering lots of decals, notably when 
 fighting tanks with shotguns
 - Fixed rcon response not working on Linux dedicated servers
 - Fixed matchmaking problem matching into Advanced and Expert games
 - Fix bug that would cause other specials to try to pummel a player a Charger 
 disconnects or reconnects
 - Fixed versus mode results panel being cut off in transition stats screen in 
 non-english
 - Found games: fixed non-player entries drawing the wrong type of icon in the 
 selected item name label
 - Game mode selector on main menu now takes keyboard input

 Jason


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Re: [hlds_linux] L4D2 forks locking up waiting for console input.

2009-11-18 Thread Chris Boot
Nick,

I can confirm what you report. I was seeing strange behaviour from my forks 
last night and after reading your post I just pressed enter on my L4D2 server 
console. I got the following:

Bad command S args 
Child 5 exited with status 0
Child 6 exited with status 0
Child 3 exited with status 0
Child 2 exited with status 0
Child 4 exited with status 0
Child 0 exited with status 0
Child 1 exited with status 0
[snip]

The forks then restarted and seem fine now...

Thanks for the tip!

Chris

On 19 Nov 2009, at 03:09, Nick Turner wrote:

 Seeing some serious weirdness with the L4D2 SRCDS in forked mode.
 
 I'm running several hundred L4D2 forks across multiple CentOS 5 machines.  
 Several times now I've noticed all forks on a server dying, and I think I've 
 figured out why.
 
 In L4D, you couldn't issue any commands on the forked server console - you 
 only saw output.  You can telnet to the base port and broadcast commands to 
 all servers though.
 
 In L4D2 can you actually type commands on the server console.  You don't get 
 character echo, but if you type status enter it works just like you were 
 telnetting in.
 
 I just noticed all the locked up servers appeared to have some invisible text 
 waiting on the console that hadn't been enter'd .  It looks like the server 
 processes all stop until any input on the console is completely entered.  In 
 my case, I'd left an 'a' on the console when switching screens.All forks 
 stopped, I went back to the console and pressed enter a couple of times .  It 
 told me 'a' was an unknown command then all the forks resumed executing.
 
 I've tested this multiple times on a very high traffic server.  Processing 
 stops the instant I type any text and resumes as soon as I press enter.  If 
 you hold off pressing enter long enough the forks will die and players will 
 drop off.
 
 #28:SLEƃGE: ridin with the tank
 #13:*Harbost: omg i hate being capped
 - Here is where I typed asdasdasdasd on console -
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 72.165.61.151:27012
 Adding master server 68.142.72.250:27011
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 72.165.61.151:27013
 Adding master server 72.165.61.136:27014
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 69.28.140.246:27011
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Adding master server 72.165.61.136:27013
 here is where I pressed enter nearly a minute later
 Bad command asdasdasdasd args
 Child 7 exited with status 0
 Child 18 exited with status 0
 Child 27 exited with status 0
 Child 14 exited with status 0
 
 Those 4 forks died and restarted.  Console output of players chatting 
 indicated threads which were still up had glitched and had issues too.
 
 Oh and this works if you just press backspace on any empty console input 
 buffer too.  Thread execution will pause until you press enter.
 
 Anyone else seen this happening?  All our OS installs are nearly identical - 
 only minor differences in kernel version, so it may be CentOS related.
 
 -wob
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Re: [hlds_linux] L4D2 Server.cfg

2009-11-17 Thread Chris Boot
Hi,

I'll hasten to add, that previous email was no joke and actually a 
perfectly valid server.cfg for L4D2. A blank file will work just fine.

Chris

Nicholas Hastings wrote:
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Re: [hlds_linux] L4D2 demo server spew in master console

2009-10-31 Thread Chris Boot
Chris,

What I think would be handy is if it was off by default, but you could run a 
command on the master netconsole to en/disable it that tools can use.

Also, when I run my dedicated servers (forked) I'm still getting the children 
crashing a lot on startup but then settling down, and I also don't see my 
commands echoed to the console. As in I can type 'broadcast foo bar' but that 
never shows up, only its output. I have to type blind, which is rather 
error-prone.

Cheers,
Chris

On 30 Oct 2009, at 22:50, Chris Green wrote:

 For tools, I think its useful to be able to see the unified spew via a 
 connected console, but I can also see how
 it could be really annoying if you're trying to interact with that console. I 
 can add an option.
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. 
 Parker
 Sent: Friday, October 30, 2009 2:39 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 demo server spew in master console
 
 The master console I'm referring to is the master netconsole.  This 
 definitely doesn't happen in L4D1, and I don't think it ever did, but it 
 may have at one point long ago.  On my L4D1 server, the unified spew 
 (great phrasing, by the way) only appears in the screen session that 
 srcds is running in.  The spew from each individual child process shows 
 up in that child's netconsole.  On my L4D2 server, each child process's 
 spew shows up in its own netconsole, but the unified spew shows up in 
 both the master netconsole and the screen session.  It makes the master 
 console very difficult to use because there's a ton of output flying by 
 when the servers are busy.
 
 - Dave
 
 Chris Green wrote:
 hmmm.. I thought it always did that. Maybe it only sent that unified spew to 
 netconsoles before?
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. 
 Parker
 Sent: Friday, October 30, 2009 1:37 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 demo server spew in master console
 
 I run srcds in a screen session, and the output in the master console is 
 exactly the same as the output I see when I attach to the screen.
 
 - Dave
 
 David A. Parker wrote:
 Yes.  The lines are all prefixed with #01:, #02:, etc.
 
 - Dave
 
 Chris Green wrote:
 Do the spew that shows up in the master console have an indicator in front 
 of it showing which child process sent it?
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. 
 Parker
 Sent: Friday, October 30, 2009 12:54 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] L4D2 demo server spew in master console
 
 Hello,
 
 I now have players on my L4D2 forks, but I'm also getting the console 
 spew from all child processes in the master console.  I don't think this 
 happened before the last update, and I'm pretty sure it has never 
 happened in L4D1.  Is this a bug?
 
 Thanks,
 Dave
 
 
 
 -- 
 
 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
 
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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-29 Thread Chris Boot
David,

I'm using the stock Lenny kernel:
Linux yuna 2.6.26-2-amd64 #1 SMP Wed Aug 19 22:33:18 UTC 2009 x86_64 
GNU/Linux

My system is completely up-to-date. Besides, surely kernel features 
should never cause a crash in userland unless userland is doing 
something very wrong...

What I see is like this:

bo...@yuna l4d2 $ ./demo_dir1_run.sh
Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
#
#Console initialized.
***VPK: FastFindFile Attempting to use full path with VPK file!
File: 
/srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt
#***VPK: FastFindFile Attempting to use full path with VPK file!
File: 
/srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt
#Game.dll loaded for Left 4 Dead 2 Demo
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Game supporting (2) split screen players
maxplayers set to 18
#01:Unknown command mat_bloom_scalefactor_scalar
#02:Unknown command mat_bloom_scalefactor_scalar
#03:Unknown command mat_bloom_scalefactor_scalar
#01: Host_NewGame 
#04:Unknown command mat_bloom_scalefactor_scalar
#02: Host_NewGame 
#03: Host_NewGame 
#04: Host_NewGame 
Child 0 aborted with signal 11
#01:Unknown command mat_bloom_scalefactor_scalar
#01:KeyValues Error: RecursiveLoadFromBuffer:  got NULL key in file 
scripts/population.txt
Child 1 aborted with signal 11
#02:Unknown command mat_bloom_scalefactor_scalar
#02: Host_NewGame 
#04:Host_NewGame on map c5m1_waterfront
#03:Host_NewGame on map c5m1_waterfront
Child 0 aborted with signal 11
#01:Unknown command mat_bloom_scalefactor_scalar
#01:Network: IP 87.117.228.64, mode MP, dedicated Yes, ports 27015 SV / 0 CL
#01:Network console: IP 87.117.228.64 port 9001
#01: Host_NewGame 

Notice all the Child N aborted with signal 11 messages?

Thanks,
Chris

David A. Parker wrote:
 Hi Chris,

 Just wanted to let you know that I'm running a server with 6 forks on 
 64-bit Debian Lenny and I am not seeing this problem.  All six forks 
 stay up and there is no core dumping going on.  My first guess would be 
 that your problem is related to your kernel configuration, such as high 
 resolution timers, dynamic ticks, etc.  Is your Lenny installation up to 
 date?  Are you using a custom kernel?

  - Dave

 Chris Boot wrote:
   
 Hi,

 Hmm, after more testing I can't seem to run any number of forks 
 properly, with children core dumping regularly when I use a forked 
 server... A non-forked server seems to run just fine. Anyone else have 
 this problem?

 I'm using a 64-bit Debian Lenny server (HP DL140 G3).

 Can I run several instances out of the same install directory without 
 using forks? E.g. running several different servers on different ports 
 all out of the same directory?

 Cheers,
 Chris

 Chris Boot wrote:
 
 Hi,

 I'm trying to run a forked server with 10 child processes, but if I try 
 and fork more than 2 children all the children crash out with a core 
 dump. Any ideas?

 My command-line is like this:

 ./srcds_run \
 -console \
 -game left4dead2 \
 -debug \
 -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \
 -fork 3 \
 -netconport 90## -netconpassword snip \
 +ip snip +hostport 27014+## \
 +map c5m1_waterfront

 My server.cfg is like this:

 hostname snip
 rcon_password snip
 sv_allow_wait_command 0
 sv_alltalk 0
 sv_alternateticks 0
 sv_cheats 0
 sv_clearhinthistory 0
 sv_consistency 1
 sv_contact bo...@l4dprc.org
 sv_downloadurl 
 sv_lan 0
 sv_log_onefile 0
 sv_logbans 1
 sv_logecho 0
 sv_logfile 0
 sv_logflush 0
 sv_logsdir logs
 sv_maxcmdrate 100
 sv_unlag 1
 sv_maxunlag .5
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 sv_steamgroup snip
 sv_steamgroup_exclusive 1

 Many thanks,
 Chris

 Jason Ruymen wrote:
   
   
 As you've already seen, the dedicated server files for the Left 4 Dead 2 
 Demo are now available.  The game name is left4dead2_demo.  We're still 
 doing some final checks for the client, but that should be going live soon.

 Jason


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[hlds_linux] sv_steamgroup_exclusive not working

2009-10-29 Thread Chris Boot
Hi,

I'm just running some L4D2 demo servers for my steam group and I've 
noticed them filling up very quickly with non-members, despite having 
been set with sv_steamgroup_exclusive = 1. Can someone from Valve please 
clarify why this is happening? I also noticed this a lot just after 
Crash Course was released for L4D1, though it seemed to calm down after 
a little while.

This is preventing my group members from using our exclusive servers to 
play the demo amongst friends, so this is quite a major issue for me.

Thanks,
Chris

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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-29 Thread Chris Boot
Dave,

The core dumps are mostly useless, I can't get gdb to load the symbols 
at all and it just complains about invalid addresses. My kernel logs a 
stream of messages when I start the server though, for example:

Oct 29 14:03:12 yuna kernel: [4204278.388117] srcds_linux[4377]: 
segfault at 297c2e7f ip f63862f0 sp fff3e500 error 4 in 
vphysics_linux.so[f61a5000+47e000]
Oct 29 14:03:12 yuna kernel: [4204278.443767] srcds_linux[4368]: 
segfault at 990a160 ip f63a87c0 sp fff3e600 error 4
srcds_linux[4373]: segfault at c19bb84b ip f6138011 sp fff3e410 error 4 
in datacache_linux.so[f60dc000+bb000]
Oct 29 14:03:12 yuna kernel: [4204278.461375] srcds_linux[4371]: 
segfault at 6acad9d4 ip f613803d sp fff3e410 error 4 in 
datacache_linux.so[f60dc000+bb000]
Oct 29 14:03:12 yuna kernel: [4204278.461375] srcds_linux[4370]: 
segfault at 67b066c ip f647e7bb sp fff3e6d0 error 4 in 
vphysics_linux.so[f61a5000+47e000]
Oct 29 14:03:12 yuna kernel: [4204278.491647] srcds_linux[4378]: 
segfault at c324482e ip f6138069 sp fff3e410 error 4 in 
vphysics_linux.so[f61a5000+47e000]
Oct 29 14:03:12 yuna kernel: [4204278.526002] srcds_linux[4380]: 
segfault at 5ecb65a2 ip f6138011 sp fff3e410 error 4 in 
datacache_linux.so[f60dc000+bb000]
Oct 29 14:03:12 yuna kernel: [4204278.567814] srcds_linux[4381]: 
segfault at fcfd4e48 ip f63a8730 sp fff3e600 error 4 in 
vphysics_linux.so[f61a5000+47e000]
srcds_linux[4379]: segfault at 1e39205f ip f647ea22 sp fff3e710 error 4 
in vphysics_linux.so[f61a5000+47e000]
Oct 29 14:03:12 yuna kernel: [4204278.751870] srcds_linux[4395]: 
segfault at c9750ad7 ip f63862f0 sp fff3e500 error 4 in 
vphysics_linux.so[f61a5000+47e000]

However, I've noticed that the crashed child processes restart 
immediately and seem to stay up, I now have 9/10 forks on my server full 
of players so they are clearly working (much to my consternation, see my 
sv_steamgroup_exclusive post). Very strange.

Cheers,
Chris

David A. Parker wrote:
 Signal 11 is a segmentation fault, so it looks like the child processes 
 are trying to perform some sort of memory access at an illegal address. 
   I'm afraid I'm at a loss as to why this would be happening.  Do the 
 core dumps show anything odd?

  - Dave

 Chris Boot wrote:
   
 David,

 I'm using the stock Lenny kernel:
 Linux yuna 2.6.26-2-amd64 #1 SMP Wed Aug 19 22:33:18 UTC 2009 x86_64 
 GNU/Linux

 My system is completely up-to-date. Besides, surely kernel features 
 should never cause a crash in userland unless userland is doing 
 something very wrong...

 What I see is like this:

 bo...@yuna l4d2 $ ./demo_dir1_run.sh
 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 #
 #Console initialized.
 ***VPK: FastFindFile Attempting to use full path with VPK file!
 File: 
 /srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt
 #***VPK: FastFindFile Attempting to use full path with VPK file!
 File: 
 /srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt
 #Game.dll loaded for Left 4 Dead 2 Demo
 Server is hibernating
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 Game supporting (2) split screen players
 maxplayers set to 18
 #01:Unknown command mat_bloom_scalefactor_scalar
 #02:Unknown command mat_bloom_scalefactor_scalar
 #03:Unknown command mat_bloom_scalefactor_scalar
 #01: Host_NewGame 
 #04:Unknown command mat_bloom_scalefactor_scalar
 #02: Host_NewGame 
 #03: Host_NewGame 
 #04: Host_NewGame 
 Child 0 aborted with signal 11
 #01:Unknown command mat_bloom_scalefactor_scalar
 #01:KeyValues Error: RecursiveLoadFromBuffer:  got NULL key in file 
 scripts/population.txt
 Child 1 aborted with signal 11
 #02:Unknown command mat_bloom_scalefactor_scalar
 #02: Host_NewGame 
 #04:Host_NewGame on map c5m1_waterfront
 #03:Host_NewGame on map c5m1_waterfront
 Child 0 aborted with signal 11
 #01:Unknown command mat_bloom_scalefactor_scalar
 #01:Network: IP 87.117.228.64, mode MP, dedicated Yes, ports 27015 SV / 0 CL
 #01:Network console: IP 87.117.228.64 port 9001
 #01: Host_NewGame 

 Notice all the Child N aborted with signal 11 messages?

 Thanks,
 Chris

 David A. Parker wrote:
 
 Hi Chris,

 Just wanted to let you know that I'm running a server with 6 forks on 
 64-bit Debian Lenny and I am not seeing this problem.  All six forks 
 stay up and there is no core dumping going on.  My first guess would be 
 that your problem is related to your kernel configuration, such as high 
 resolution timers, dynamic ticks, etc.  Is your Lenny installation up to 
 date?  Are you using a custom kernel?

  - Dave

 Chris Boot wrote:
   
   
 Hi,

 Hmm, after more testing I can't seem to run any number of forks 
 properly, with children core dumping regularly when I use a forked 
 server... A non-forked server seems to run just fine. Anyone else have 
 this problem?

 I'm using a 64-bit Debian Lenny server (HP DL140 G3).

 Can I

Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-28 Thread Chris Boot
Hi,

I'm trying to run a forked server with 10 child processes, but if I try 
and fork more than 2 children all the children crash out with a core 
dump. Any ideas?

My command-line is like this:

./srcds_run \
-console \
-game left4dead2 \
-debug \
-pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \
-fork 3 \
-netconport 90## -netconpassword snip \
+ip snip +hostport 27014+## \
+map c5m1_waterfront

My server.cfg is like this:

hostname snip
rcon_password snip
sv_allow_wait_command 0
sv_alltalk 0
sv_alternateticks 0
sv_cheats 0
sv_clearhinthistory 0
sv_consistency 1
sv_contact bo...@l4dprc.org
sv_downloadurl 
sv_lan 0
sv_log_onefile 0
sv_logbans 1
sv_logecho 0
sv_logfile 0
sv_logflush 0
sv_logsdir logs
sv_maxcmdrate 100
sv_unlag 1
sv_maxunlag .5
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011
sv_steamgroup snip
sv_steamgroup_exclusive 1

Many thanks,
Chris

Jason Ruymen wrote:
 As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo 
 are now available.  The game name is left4dead2_demo.  We're still doing some 
 final checks for the client, but that should be going live soon.

 Jason


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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-28 Thread Chris Boot
Hi,

Hmm, after more testing I can't seem to run any number of forks 
properly, with children core dumping regularly when I use a forked 
server... A non-forked server seems to run just fine. Anyone else have 
this problem?

I'm using a 64-bit Debian Lenny server (HP DL140 G3).

Can I run several instances out of the same install directory without 
using forks? E.g. running several different servers on different ports 
all out of the same directory?

Cheers,
Chris

Chris Boot wrote:
 Hi,

 I'm trying to run a forked server with 10 child processes, but if I try 
 and fork more than 2 children all the children crash out with a core 
 dump. Any ideas?

 My command-line is like this:

 ./srcds_run \
 -console \
 -game left4dead2 \
 -debug \
 -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \
 -fork 3 \
 -netconport 90## -netconpassword snip \
 +ip snip +hostport 27014+## \
 +map c5m1_waterfront

 My server.cfg is like this:

 hostname snip
 rcon_password snip
 sv_allow_wait_command 0
 sv_alltalk 0
 sv_alternateticks 0
 sv_cheats 0
 sv_clearhinthistory 0
 sv_consistency 1
 sv_contact bo...@l4dprc.org
 sv_downloadurl 
 sv_lan 0
 sv_log_onefile 0
 sv_logbans 1
 sv_logecho 0
 sv_logfile 0
 sv_logflush 0
 sv_logsdir logs
 sv_maxcmdrate 100
 sv_unlag 1
 sv_maxunlag .5
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 sv_steamgroup snip
 sv_steamgroup_exclusive 1

 Many thanks,
 Chris

 Jason Ruymen wrote:
   
 As you've already seen, the dedicated server files for the Left 4 Dead 2 
 Demo are now available.  The game name is left4dead2_demo.  We're still 
 doing some final checks for the client, but that should be going live soon.

 Jason


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Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-28 Thread Chris Boot
Milton,

Brilliant! That's welcome news.

Any idea why the forked mode might be crashing, though?

Chris

Milton Ngan wrote:
 Yes you can. This is basically what the forked mode is doing with all the ## 
 expansion. 

 I have two wrapper scripts that I use to do this sort of thing. The first 
 just loops through the count launching the helper script with the number and 
 action. The second then substitutes in the $NUM into the command line. To 
 make the launching faster, I set the RDTSC_FREQUENCY environment variable so 
 each instance doesn't have to run the calibration step. 

 These are just snippets from the init scripts that should give you some idea 
 of what to do. 

 =

 if [ $ACTION == start -o $ACTION == restart ]
 then
 cd $SRCDS_ROOT
 #RDTSC_FREQUENCY=disabled
 RDTSC_FREQUENCY=`$SRCDS_ROOT/srcds_run -game left4dead2 +quit | perl 
 -n -e 'print $1 if (/FREQUENCY to (\d+)/);'`
 export RDTSC_FREQUENCY
 fi
 for NUM in `seq 1 $SRCDS_COUNT`
 do
 $HELPERSCRIPTNAME $NUM $ACTION
 RETVAL=$?
 if [ $RETVAL != 0 ]
 then
 exit $RETVAL
 fi
 done

 =

 MAP=c1m1_hotel
 NETCONPORT=$(($NUM - 1 + 9000))
 STEAMPORT=$(($NUM - 1 + 27000))
 CFG=`printf server/server%02d.cfg $NUM`

 srcds_run -game left4dead2 +map $MAP +exec $CFG \
   -netconport $NETCONPORT \
   -netconpassword password \
   -steamport $STEAMPORT

 =

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot
 Sent: Wednesday, October 28, 2009 10:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available

 Hi,

 Hmm, after more testing I can't seem to run any number of forks 
 properly, with children core dumping regularly when I use a forked 
 server... A non-forked server seems to run just fine. Anyone else have 
 this problem?

 I'm using a 64-bit Debian Lenny server (HP DL140 G3).

 Can I run several instances out of the same install directory without 
 using forks? E.g. running several different servers on different ports 
 all out of the same directory?

 Cheers,
 Chris

 Chris Boot wrote:
   
 Hi,

 I'm trying to run a forked server with 10 child processes, but if I try 
 and fork more than 2 children all the children crash out with a core 
 dump. Any ideas?

 My command-line is like this:

 ./srcds_run \
 -console \
 -game left4dead2 \
 -debug \
 -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \
 -fork 3 \
 -netconport 90## -netconpassword snip \
 +ip snip +hostport 27014+## \
 +map c5m1_waterfront

 My server.cfg is like this:

 hostname snip
 rcon_password snip
 sv_allow_wait_command 0
 sv_alltalk 0
 sv_alternateticks 0
 sv_cheats 0
 sv_clearhinthistory 0
 sv_consistency 1
 sv_contact bo...@l4dprc.org
 sv_downloadurl 
 sv_lan 0
 sv_log_onefile 0
 sv_logbans 1
 sv_logecho 0
 sv_logfile 0
 sv_logflush 0
 sv_logsdir logs
 sv_maxcmdrate 100
 sv_unlag 1
 sv_maxunlag .5
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 sv_steamgroup snip
 sv_steamgroup_exclusive 1

 Many thanks,
 Chris

 Jason Ruymen wrote:
   
 
 As you've already seen, the dedicated server files for the Left 4 Dead 2 
 Demo are now available.  The game name is left4dead2_demo.  We're still 
 doing some final checks for the client, but that should be going live soon.

 Jason


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Re: [hlds_linux] L4D - At my wits end with these crashes

2009-10-16 Thread Chris Boot
Russell,

Are you using HLstatsX:CE or similar? If so, it's not the logging causing the 
problem - it's the rcon commands that HLstatsX runs on mapchange. This isn't 
HLstatsX's fault per se but an engine bug triggered by HLstatsX's eagerness to 
get commands in as soon as possible. Re-enable logging but disable rcon 
commands in HLstatsX and the crashes will stop.

You'll still log all the important stuff, especially with SuperLogs installed, 
you just won't get regular FPS, uptime and ping reporting for players.

HTH,
Chris

On 16 Oct 2009, at 22:49, Russell Jones wrote:

 You sir, are a genius.
 
 I just recalled that you told me to try this last night, gave it a shot, 
 and it worked like a charm. Logging was causing the servers to segfault!
 
 How strange!
 
 Thank you very much for this tip, I would have never tried turning 
 logging off if you hadn't suggested this.
 
 
 
 Shane Arnold wrote:
 +1
 
 Basic rules of troubleshooting an application, remove all plugins and addons 
 (like renaming the addons folder). Re-enable SM and MM:S but no other 
 plugins. If it doesn't crash, enable one plugin at a time until it does. You 
 will find the culprit that way (likely a dodgy plugin).
 
 Also, I have had heaps of crashes and segfaults caused by logging being on 
 for some reason. Try turning off logging and see if that helps.
 
 Ook wrote:
 
 - Original Message - 
 From: k k...@old.school.nz
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, October 15, 2009 9:21 PM
 Subject: Re: [hlds_linux] L4D - At my wits end with these crashes
 
 
 
 The only thing that seems to stop the segfaults is if I
 rename the addons folder and have nothing loading at all. That makes no
 sense, so I am hoping someone here has an idea on how to fix this.
 
 Makes perfect sense to me.
 
 The software works as intended on it's own and does not with MetaMod 
 SourceMod.
 
 Last time I checked this list was for support of Half-Life dedicated Linux
 server, not MetaMod  SourceMod.
 
 What the hell is wrong with people? The last time I checked, this list was 
 for support of HLDS/SRCDS and all the screwball things we do to them. This 
 is a community of admins helping other admins, not some elitist do it my 
 way or go cry somewhere else list for the chosen few...
 
 Remove sourcemod and see if server runs with just metamod.
 
 There are 19 plugins loaded. Remove them. See if the server runs. If it 
 does, add them back one at a time and see which one crashes the server.
 
 If it still crashes - wipe your directories, do a clean install of srcds, 
 metamod, sourcemod. Start over again. many many people do what you do 
 with...I almost said no problems hahaha...but it works for them.
 
 
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Re: [hlds_linux] L4D forks crashing, no debug log?

2009-10-13 Thread Chris Boot
Jonah,

Yes, I've seen crashes with L4D and HLstatsX:CE. The cause of this is the 
regular rcon commands that HLstatsX:CE sends to the game servers, particularly 
when levels are being loaded. If you disable rcon commands in your HLstatsX:CE 
install, the crashes will vanish.

As to why these simple rcon commands crash L4D I have no idea.

I also have no idea why people (Valve included) deny there is a problem with 
L4D in this respect.

Chris

On 12 Oct 2009, at 23:14, Jonah Hirsch wrote:

 Startline:./srcds_run -game left4dead -ip serveriphere +maxplayers 18 +map
 l4d_hospital01_apartment +exec server##.cfg -port 270## +motdfile motd##.txt
 -fork 25 -debug
 
 I've tried -verify_all, but I'm not sure if it's working or not. IIRC, it
 should list every file it's checking with a percentage, but it seems to act
 like it does if the flag is not there.
 
 I'm hosting this through a GSP, so I'd have to ask them.
 
 FYI: I disabled my HLStatsX:CE daemon (which the servers were logging to),
 and I've only experience two crashes since start up (compared with approx. 1
 per lobby connection before). That might have been the culprit. Not sure
 why, though.
 Jonah Hirsch
 ---
 Sent from Flagstaff, Arizona, United States
 
 On Mon, Oct 12, 2009 at 2:01 PM, ics i...@ics-base.net wrote:
 
 What is your startline? Did you run the install with -verify_all option?
 Is your server ok, has new'ish glibc etc?
 
 -ics
 
 Jonah Hirsch kirjoitti:
 I'm having a rather disturbing problem with my L4D server right now.
 
 Currently, I'm running NO addons on the server. It's a plain vanilla L4D
 server right now.
 
 On startup, I get many of these types of messages:
 
 Child 5 aborted with signal 11
 
 Child wrote a core dump
 
 
 Debug mode is enabled, I get core dumps, but no debug.log is generated.
 
 I even tried a clean install, no luck. It still crashes on startup and
 when
 clients join (although it comes right back up, and is playable, just not
 on
 the settings set by the lobby).
 
 What's going on?
 
 Jonah Hirsch
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Re: [hlds_linux] L4D forks crashing, no debug log?

2009-10-13 Thread Chris Boot
Jonah,

Oh, and the reason you don't get crash.log even though you have core dumps is 
because of forks. A single fork crashes and creates the core dump, but the 
process that generates the debug.log runs from the script that runs the whole 
server process. Thus you'll only get debug.log if the whole server process 
dies, not just a fork within it.

Chris

On 13 Oct 2009, at 12:57, Chris Boot wrote:

 Jonah,
 
 Yes, I've seen crashes with L4D and HLstatsX:CE. The cause of this is the 
 regular rcon commands that HLstatsX:CE sends to the game servers, 
 particularly when levels are being loaded. If you disable rcon commands in 
 your HLstatsX:CE install, the crashes will vanish.
 
 As to why these simple rcon commands crash L4D I have no idea.
 
 I also have no idea why people (Valve included) deny there is a problem with 
 L4D in this respect.
 
 Chris
 
 On 12 Oct 2009, at 23:14, Jonah Hirsch wrote:
 
 Startline:./srcds_run -game left4dead -ip serveriphere +maxplayers 18 +map
 l4d_hospital01_apartment +exec server##.cfg -port 270## +motdfile motd##.txt
 -fork 25 -debug
 
 I've tried -verify_all, but I'm not sure if it's working or not. IIRC, it
 should list every file it's checking with a percentage, but it seems to act
 like it does if the flag is not there.
 
 I'm hosting this through a GSP, so I'd have to ask them.
 
 FYI: I disabled my HLStatsX:CE daemon (which the servers were logging to),
 and I've only experience two crashes since start up (compared with approx. 1
 per lobby connection before). That might have been the culprit. Not sure
 why, though.
 Jonah Hirsch
 ---
 Sent from Flagstaff, Arizona, United States
 
 On Mon, Oct 12, 2009 at 2:01 PM, ics i...@ics-base.net wrote:
 
 What is your startline? Did you run the install with -verify_all option?
 Is your server ok, has new'ish glibc etc?
 
 -ics
 
 Jonah Hirsch kirjoitti:
 I'm having a rather disturbing problem with my L4D server right now.
 
 Currently, I'm running NO addons on the server. It's a plain vanilla L4D
 server right now.
 
 On startup, I get many of these types of messages:
 
 Child 5 aborted with signal 11
 
 Child wrote a core dump
 
 
 Debug mode is enabled, I get core dumps, but no debug.log is generated.
 
 I even tried a clean install, no luck. It still crashes on startup and
 when
 clients join (although it comes right back up, and is playable, just not
 on
 the settings set by the lobby).
 
 What's going on?
 
 Jonah Hirsch
 ---
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-29 Thread Chris Boot
Hi,

How about the rcon crash that I've been experiencing with HLstatsX:CE?

Still trying to update... I bet your servers are getting a hammering!

Chris

On 29 Sep 2009, at 20:09, Milton Ngan wrote:

 This update should also include the fix for the defunct processes

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- 
 boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Tuesday, September 29, 2009 11:00 AM
 To: 'hlds_linux@list.valvesoftware.com';  
 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Left 4 Dead Update Available

 A required update for Left 4 Dead has been released.  Please run  
 hldsupdatetool to receive the update.  The specific changes include:

 - A new campaign, Crash Course, is now available for play in  
 Campaign, Versus and Survival modes
 - In Versus mode, all weapons, pills, health packs, molotovs, pipe  
 bombs and other items will now be identical for the second round of  
 a chapter
 - Matchmaking has had several improvements to make finding and  
 joining games even faster
 - Ten all new Crash Course achievements have been added

 Jason


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Re: [hlds_linux] Left 4 Dead srcds_i486 server crash

2009-09-16 Thread Chris Boot
All,

Any news about this at all? My users would really like to be able to use 
HLstats to track their achievements on my servers, and currently I have 
to keep it disabled due to this. Any thoughts?

Thanks,
Chris

Chris Boot wrote:
 Shane,

 I have some more developments. I found a way to easily reproduce the  
 bug, and it happens in vanilla Left 4 Dead (no mods or maps installed)  
 with a little help from the hlstats.pl daemon.

 To reproduce:
 - Install HLstatsX Community Edition
 -- Setup the database
 -- Setup the web service
 -- Add the L4D server to its database
 -- Start the daemon
 - Install a vanilla L4D server and use the startup options and configs  
 below
 - Join the server - I used a campaign lobby with  
 ms_force_dedicated_server ip:port
 - Change maps, a lot. I used the following on the server's console to  
 almost guarantee a crash:

 changelevel credits;wait 450;changelevel l4d_airport01_greenhouse;wait  
 450;changelevel l4d_airport02_offices;wait 450;changelevel  
 l4d_airport03_garage;wait 450;changelevel l4d_airport04_terminal;wait  
 450;changelevel l4d_airport05_runway

 What I think happens is when the level loads the logging messages tell  
 the hlstats daemon that a new level has started, which then connects  
 using rcon and launches a series of commands, including 'status' and  
 'hlx_sm_psay' (ignored by rcon without the plugin installed). I  
 suspect there's a race condition in there somewhere, since this  
 sometimes will cause srcds to crash.

 I hope this helps!

 Chris

 On 12 Sep 2009, at 20:20, Shane Arnold wrote:

   
 And before you reply back saying but it's logging because it only
 happens when it's enabled run a vanilla with logging enabled as it
 seems this is the only combination you didn't try.

 Ronny Schedel wrote:
 
 Turn off all plugins, check which plugin causes this and then go to  
 the
 plugin forum, not here.


   
 All,

 Apologies for the long post, but I've been ripping my hair out  
 over this
 for some time...

 I currently run 3 Left 4 Dead instances on a colocated server  
 running
 Debian Lenny x86_64 with all the latest updates installed. The L4D
 servers all have the following installed:
 MetaMod:Source 1.7.1
 SourceMod 1.2.3
 SourceBans 1.4.4
 HLstatsX CE Ingame Plugin 1.6.0
 L4DSwitchPlayers 1.3

 I run them with the following command-line arguments:
   -console \
   -game left4dead \
   -debug \
   -pidfile /srv/steam/dir1/l4d/srcds.pid \
   +ip ip +hostport 27015 \
   +log on \
   +logaddress_add ip:27500

 The server.cfg looks like this:
 hostname server name
 rcon_password password
 sv_allow_wait_command 0
 sv_alltalk 0
 sv_alternateticks 0
 sv_cheats 0
 sv_clearhinthistory 0
 sv_consistency 1
 sv_contact email
 sv_downloadurl 
 sv_lan 0
 sv_region 255
 sv_log_onefile 0
 sv_logbans 1
 sv_logecho 0
 sv_logfile 0
 sv_logflush 0
 sv_logsdir logs
 sv_maxcmdrate 100
 sv_unlag 1
 sv_maxunlag .5
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 sv_steamgroup group id
 sv_steamgroup_exclusive 1

 The crashes started when I installed HLstatsX:CE, which requires the
 SourceMod plugin, a perl daemon that connects to the servers, and  
 the
 log on and logaddress_add parameters.

 Over the past week I've done the following:
 Removed the HLstatsX:CE plugin - still crashed
 Installed Left 4 Dead from scratch, using the above configuration  
 (no
 plugins, vanilla) - still crashed
 Installed all the plugins from scratch on above vanilla L4D - still
 crashed of course
 Removed log on and logaddress_add from parameters (but kept plugin
 installed and daemon running) - did not crash

 So it appears as though enabling logging is what is crashing  
 srcds_i486
 in my case. The backtrace isn't always the same, I often see it  
 crash
 inside free() within glibc as well. Since I couldn't get any  
 interesting
 information out of the core files I attached gdb to a running  
 srcds and
 triggered a crash (eventually, this is not easily reproducible)  
 and got
 the following information:

 (gdb) bt
 #0  0xf6d4a16b in CUtlBuffer::OnGetOverflow () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #1  0xf6d4a1bd in CUtlBuffer::SeekGet () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #2  0xf6b55b7e in CRConServer::RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #3  0xf6c7c172 in NET_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #4  0xf6c429d5 in _Host_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #5  0xf6c42e98 in Host_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #6  0xf6c4f892 in CHostState::State_Run () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #7  0xf6c4fd88 in CHostState::FrameUpdate () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #8  0xf6c4fe96 in HostState_Frame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #9  0xf6ce33e3 in CEngine::Frame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from
 /srv/steam/dir1/l4d/bin

[hlds_linux] Left 4 Dead srcds_i486 server crash

2009-09-12 Thread Chris Boot
All,

Apologies for the long post, but I've been ripping my hair out over this
for some time...

I currently run 3 Left 4 Dead instances on a colocated server running
Debian Lenny x86_64 with all the latest updates installed. The L4D
servers all have the following installed:
MetaMod:Source 1.7.1
SourceMod 1.2.3
SourceBans 1.4.4
HLstatsX CE Ingame Plugin 1.6.0
L4DSwitchPlayers 1.3

I run them with the following command-line arguments:
-console \
-game left4dead \
-debug \
-pidfile /srv/steam/dir1/l4d/srcds.pid \
+ip ip +hostport 27015 \
+log on \
+logaddress_add ip:27500

The server.cfg looks like this:
hostname server name
rcon_password password
sv_allow_wait_command 0
sv_alltalk 0
sv_alternateticks 0
sv_cheats 0
sv_clearhinthistory 0
sv_consistency 1
sv_contact email
sv_downloadurl 
sv_lan 0
sv_region 255
sv_log_onefile 0
sv_logbans 1
sv_logecho 0
sv_logfile 0
sv_logflush 0
sv_logsdir logs
sv_maxcmdrate 100
sv_unlag 1
sv_maxunlag .5
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011
sv_steamgroup group id
sv_steamgroup_exclusive 1

The crashes started when I installed HLstatsX:CE, which requires the
SourceMod plugin, a perl daemon that connects to the servers, and the
log on and logaddress_add parameters.

Over the past week I've done the following:
Removed the HLstatsX:CE plugin - still crashed
Installed Left 4 Dead from scratch, using the above configuration (no
plugins, vanilla) - still crashed
Installed all the plugins from scratch on above vanilla L4D - still
crashed of course
Removed log on and logaddress_add from parameters (but kept plugin
installed and daemon running) - did not crash

So it appears as though enabling logging is what is crashing srcds_i486
in my case. The backtrace isn't always the same, I often see it crash
inside free() within glibc as well. Since I couldn't get any interesting
information out of the core files I attached gdb to a running srcds and
triggered a crash (eventually, this is not easily reproducible) and got
the following information:

(gdb) bt
#0  0xf6d4a16b in CUtlBuffer::OnGetOverflow () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#1  0xf6d4a1bd in CUtlBuffer::SeekGet () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#2  0xf6b55b7e in CRConServer::RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#3  0xf6c7c172 in NET_RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#4  0xf6c429d5 in _Host_RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#5  0xf6c42e98 in Host_RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#6  0xf6c4f892 in CHostState::State_Run () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#7  0xf6c4fd88 in CHostState::FrameUpdate () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#8  0xf6c4fe96 in HostState_Frame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#9  0xf6ce33e3 in CEngine::Frame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#11 0xf78e9592 in ?? ()
#12 0xf6e6a9c8 in vec4_invalid () from
/srv/steam/dir1/l4d/bin/engine_i486.so
#13 0x0001 in ?? ()
#14 0xf6e738b8 in ?? () from /srv/steam/dir1/l4d/bin/engine_i486.so
#15 0x008e9548 in ?? ()
#16 0xf7984334 in ?? ()
#17 0x in ?? ()
(gdb) bt full
#0  0xf6d4a16b in CUtlBuffer::OnGetOverflow () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#1  0xf6d4a1bd in CUtlBuffer::SeekGet () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#2  0xf6b55b7e in CRConServer::RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#3  0xf6c7c172 in NET_RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#4  0xf6c429d5 in _Host_RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#5  0xf6c42e98 in Host_RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#6  0xf6c4f892 in CHostState::State_Run () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#7  0xf6c4fd88 in CHostState::FrameUpdate () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#8  0xf6c4fe96 in HostState_Frame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#9  0xf6ce33e3 in CEngine::Frame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#11 0xf78e9592 in ?? ()
No symbol table info available.
#12 0xf6e6a9c8 in vec4_invalid () from
/srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#13 0x0001 in ?? ()
No symbol table info available.
#14 0xf6e738b8 in ?? () from /srv/steam/dir1/l4d/bin/engine_i486.so
No symbol table info available.
#15 0x008e9548 in ?? ()
No symbol table info available.
#16 0xf7984334 in ?? ()
No symbol table info available.
#17 

Re: [hlds_linux] Left 4 Dead srcds_i486 server crash

2009-09-12 Thread Chris Boot
/dedicated_i486.so
 #26 0xf78edcc6 in main () from bin/dedicated_i486.so
 #27 0xf78e6a08 in DedicatedMain () from bin/dedicated_i486.so
 #28 0x0804911d in main ()

 This was gathered using the following:

 LD_LIBRARY_PATH=.:bin gdb --args ./srcds_i486 -console -game  
 left4dead
 -debug -pidfile /srv/steam/dir1/l4d/srcds.pid +ip ip +hostport  
 27015
 +log on +logaddress_add ip:27500 -fork +map  
 l4d_hospital01_apartment
 set env MALLOC_CHECK=1
 run

 Many thanks,
 Chris

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-- 
Chris Boot
bo...@bootc.net

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